Inter-Sun [A Micro Jump Graphic Novel...]

EDIT: Now in proper 'graphic novel' format. Click for GIANT PIX...

STORY (click for large image):




(Low quality jpg version)

EXPLAINER (click for large image):




(Low quality jpg version)

HOKEY VIDEO VERSION:

Source: https://youtu.be/zEjjz23h3xc



FOR VERY SLOW CONNECTIONS: HORRIBLE OLD IMGUR ALBUM

---


HOW IT WORKS:

Short Version:

Select a distant star in that system. Engage your hacked FSD to jump straight at it, improvising your arrival amongst the local gravity wells. --Or--. Plot a route first in the orrery view to find the safest approach. Flying skillfully down the created tether will also help you avoid shredding your ship.


Long Version:



  • Jumpable suns are marked with their own icon. Selecting one means a direct tether is automatically prepared in a straight line to that destination.
  • Engage your FSD and your ship will enter a hacked mini jump mode, skirting along the edge of witchspace but not quite in it, propelling you down the prepared path.
  • The optimal flight area is the secondary zone around the main tether. Touching the central tether will increase damage to your craft, as will leaving the travel envelope surrounding it.
  • You can adjust the approach path of the tether to an extent in the Orrery view. The longer the distance travelled, including curvature of the tether, the greater the cumulative damage to hull and modules. Intersecting with braking masses can offset this damage, making a planned route worth the time.
  • Hitting the gravity wells around large masses will slow you down. Outer edges slow you a bit and are not too damaging. Inner zones slow you more quickly but are more punishing. The larger the mass the greater these effects. Using the star's gravity well is rarely advised. (You can gauge the general damage and braking affect of different routes using the Orrery, even if the route itself is beyond the tether's limits).
  • Leaving the safety of the tether envelope to reach braking zones is often required when the tether won't stretch to suitable braking zones.
  • Leaving the tether involves a 'kick' in direction and acceleration that further complicates the act of clipping the desired braking zone(s).
  • Jumps are marked in the Supercruise backdrop as a fading line for a short while, advertising direction of travel and arrival points.



---


WHY IT'S GOOD:

Short Version:



  • A fun mechanic for those who like Risk-vs-Reward gameplay, involving flight skill & strategic foresight where desired.
  • It's optional, with the risks & potential costs meaning Time-vs-Reward approaches are still viable.
  • Adds new 'cat and mouse' gameplay to instances & Supercruise.
  • Still uses full orbital range of each solar system. Not 'box to box'.
  • Relatively easy to use but rewards deeper knowledge.
  • Makes use of existing procedural variation in systems to make them feel more individual and diverse.
  • Its gives the Orrery a reason to be, which it needs.
  • It would look badass in practice ;)


Long Version:



  • This Risk-vs-Reward mechanic gives those of us who dislike 10-minute sun treks an entertaining way to shorten it. Those who prefer the Time-vs-Reward approach have reasons to stick with their preferred technique. (IE they would avoid the repair costs & significant risk of death involved). Trade profits over time would likely equalise, with quicker turnaround being offset by damage and death at the hands of incompetence & pirates.
  • This mechanic should be fun to use and add more variety to Supercruise. Easy to slam on for an alternative high risk escape route where needed, or when impetuously chasing after a fat target doing the same. Even better used in a refined manner, starting with strategic system oversight and ending with high octane piloting to execute on your plan.
  • Some will argue you can just avoid missions that direct you to secondary stars etc. This is just not true. Assassination destination reveals, distant route itineraries for passenger road trips, 'Psst I've got a message for you' info tip-offs. These things spring out of left-field all the time. You honestly can't mitigate for a lot of them.




---


FREEFORM PHILOSOPHISING: WHY SPACE WOULD STILL BE REALLY BIG....

I'm happy FDev rejected the 'box to box' jumps between stations & known locations mooted in the early days. It would have made a mockery of the galactic scale they'd built if we just zapped from POI to POI.

It is possible to space the boxes too far apart though.

I've heard it argued that the use of dead time and empty gamespace to recreate the 'you're in space, it's huge!' thing is effective and desirable, and ultimately essential. And it may be to some, and more power to you. But for me it's such a blunt toolset, and a dull one on a gaming front. I just don't see it as necessary, or at least see it as over-used to date. There are more subtle & dynamic approaches:

These stellar systems already communicate their awesome aspects through orbital changes over time, through the approaches to giant arrangements of objects at various speeds, through the changing of a nebula backdrop as you jump towards them.

There are multiple reinforcements of scale and grandeur throughout the game. I'm not sure empty space is truly needed to do Stellar Forge justice. At least not for this gamer.

Despite being kinda zappy, I reckon this micro-jump system actually stays with that philosophy. It emphasises the scale of each solar array of planets, even if it provides the option to collapse the space in between them. It should even accentuate the importance of local geographies and individual characters in the process. And, by design, I reckon explorers, min-max traders, Time-vs-Reward players and others who enjoy that in-between lacuna and long-approach can still happily and logically avoid this risky procedure as part of their preferred approach to the game. (While perhaps making occasional cheeky use of it if they find a Thargoid in their face or what have you...;))

Hopefully it's a win-win mechanic!


---


FDEV ARE OPEN TO SUCH THINGS:

Despite veering away from the 'box to box' model alone, they're still currently open to aspects like micro jumps.

The Brabes does seem to hesitate on the issue, citing Hutton Truckers and the like, admittedly. (But hey, under this system the sheer length of the jump would whittle your ship to a nub, and a bad landing would kill you. The endurance rite could still exist for those who want it. Arriving with a pristine ship could perhaps be the honourific required to enter the hall of fame, with photo proof. Plus others could enjoy a new game of Arriving At Hutton Hot ;))

---


BONUS NOTES: A BRIEF HISTORY OF MICRO-JUMPS:

* Micro-jumps with orrery guidance first touted back in the DDF days

* The choice was made to 'man up', use the scale of the game world, and not reduce it to just 'box to box' jumps between known locations. (Or 'boxes and corridors' as Mike Evans put it).

* Sandy was up for straight sun selection / arrival back in 2015

* The Orrery has languished somewhat as a project as it needs a gameplay reason to exist.

* Micro jumps were more contentious by 2016, with pros and cons seen, and no capacity for them at the time.

* Last word on the subject: Still open to the idea - March 2017
 
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FOR SLOW CONNECTIONS: IMGUR ALBUM

---Please check out one of the above (preferably the vid)---

---


HOW IT WORKS:

Short Version:



Long Version:

* Jumpable suns are marked with their own icon. Selecting one means a direct tether is automatically prepared in a straight line to that destination.
* Engage your FSD and your ship will enter a hacked mini jump mode, skirting along the edge of witchspace but not quite in it, propelling you down the prepared path.
* The optimal flight area is the secondary zone around the main tether. Touching the central tether will increase damage to your craft, as will leaving the travel envelope surrounding it.
* You can adjust the approach path of the tether to an extent in the Orrery view. The longer the distance travelled, including curvature of the tether, the greater the cumulative damage to hull and modules. Intersecting with braking masses can offset this damage, making a planned route worth the time.
* Hitting the gravity wells around large masses will slow you down. Outer edges slow you a bit and are not too damaging. Inner zones slow you more quickly but are more punishing. The larger the mass the greater these effects. Using the star's gravity well is rarely advised. (You can gauge the general damage and braking affect of different routes using the Orrery, even if the route itself is beyond the tether's limits).
* Leaving the safety of the tether envelope to reach braking zones is often required when the tether won't stretch to suitable braking zones.
* Leaving the tether involves a 'kick' in direction and acceleration that further complicates the act of clipping the desired braking zone(s).
* Jumps are marked in the Supercruise backdrop as a fading line for a short while, advertising direction of travel and arrival points.


---


WHY IT'S GOOD:

Short Version:

* A fun mechanic for those who like Risk-vs-Reward gameplay, involving flight skill & strategic foresight where desired.
* It's optional, with the risks & potential costs meaning Time-vs-Reward approaches are still viable.
* Adds new 'cat and mouse' gameplay to instances & Supercruise.
* Still uses full orbital range of each solar system. Not 'box to box'.
* Relatively easy to use but rewards deeper knowledge.
* Makes use of existing procedural variation in systems to make them feel more individual and diverse.
* Its gives the Orrery a reason to be, which it needs.
* It would look badass in practice ;)

Long Version:

* This Risk-vs-Reward mechanic gives those of us who dislike 10-minute sun treks an entertaining way to shorten it. Those who prefer the Time-vs-Reward approach have reasons to stick with their preferred technique. (IE they would avoid the repair costs & significant risk of death involved). Trade profits over time would likely equalise, with quicker turnaround being offset by damage and death at the hands of incompetence & pirates.

* This mechanic should be fun to use and add more variety to Supercruise. Easy to slam on for an alternative high risk escape route where needed, or when impetuously chasing after a fat target doing the same. Even better used in a refined manner, starting with strategic system oversight and ending with high octane piloting to execute on your plan.

* Some will argue you can just avoid missions that direct you to secondary stars etc. This is just not true. Assassination destination reveals, distant route itineraries for passenger road trips, 'Psst I've got a message for you' info tip-offs. These things spring out of left-field all the time. You honestly can't mitigate for a lot of them.


---


FREEFORM PHILOSOPHISING: WHY SPACE WOULD STILL BE REALLY BIG....

I'm happy FDev rejected the 'box to box' jumps between stations & known locations mooted in the early days. It would have made a mockery of the galactic scale they'd built if we just zapped from POI to POI.

It is possible to space the boxes too far apart though.

I've heard it argued that the use of dead time and empty gamespace to recreate the 'you're in space, it's huge!' thing is effective and desirable, and ultimately essential. And it may be to some, and more power to you. But for me it's such a blunt toolset, and a dull one on a gaming front. I just don't see it as necessary, or at least see it as over-used to date. There are more subtle & dynamic approaches:



>These stellar systems already communicate their awesome aspects through orbital changes over time, through the approaches to giant arrangements of objects at various speeds, through the changing of a nebula backdrop as you jump towards them.



There are multiple reinforcements of scale and grandeur throughout the game. I'm not sure empty space is truly needed to do Stellar Forge justice. At least not for this gamer.

Despite being kinda zappy, I reckon this micro-jump system actually stays with that philosophy. It emphasises the scale of each solar array of planets, even if it provides the option to collapse the space in between them. It should even accentuate the importance of local geographies and individual characters in the process. And, by design, I reckon explorers, min-max traders, Time-vs-Reward players and others who enjoy that in-between lacuna and long-approach can still happily and logically avoid this risky procedure as part of their preferred approach to the game. (While perhaps making occasional cheeky use of it if they find a Thargoid in their face or what have you...;))

Hopefully it's a win-win mechanic!


---


FDEV ARE OPEN TO SUCH THINGS:

Despite veering away from the 'box to box' model alone, they're still currently open to aspects like micro jumps.

The Brabes does seem to hesitate on the issue, citing Hutton Truckers and the like, admittedly. (But hey, under this system the sheer length of the jump would whittle your ship to a nub, and a bad landing would kill you. The endurance rite could still exist for those who want it. Arriving with a pristine ship could perhaps be the honourific required to enter the hall of fame, with photo proof. Plus others could enjoy a new game of Arriving At Hutton Hot ;))

---


BONUS NOTES: A BRIEF HISTORY OF MICRO-JUMPS:

* Micro-jumps with orrery guidance first touted back in the DDF days

* The choice was made to 'man up', use the scale of the game world, and not reduce it to *just* 'box to box' jumps between known locations. (Or 'boxes and corridors' as Mike Evans put it).

* Sandy was up for straight sun selection / arrival back in 2015

* The Orrery has languished somewhat as a project as it needs a gameplay reason to exist.

* Micro jumps were more contentious by 2016, with pros and cons seen, and no capacity for them at the time.

* Last word on the subject: Still open to the idea - March 2017


Very nice idea. I like it. How long would this travel system take, lets say to Hutton Orbital?
 
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Really like plotting a route with a tether and then using gravity wells to slow etc. This would add a more dynamic feel to inter system supercruise, if the plotted tether had to be flown down then it would add a whole new look to travel and feel to travel. Maybe there could be anomalies such as ship wrecks or even pirates dropping gravity mines to try to pull you out.

Keeping within the tethered route could boost your speed and slipping out of it could incur damage and a chance of dropping out of cruise.

Great work dude, good to hear you ideas again!!!
 
Very nice idea. I like it. How long would this travel system take, lets say to Hutton Orbital?

I left that really flexible, because in a world where FDev tried to implement this, they'd have to make sure the arrival speed made for a fun skill game, and that would probably dictate a lot of the other factors (even if they allowed for greater speed mid-journey, with a certain amount of auto-braking as you approached).

But I was thinking roughly that a standard 10 minute journey would be more like 40-60secs (with say 3 minutes for prep in some cases). Given that as a standard use case, I imagine they'd allow more acceleration for longer journeys (with accompanying damage due to prolonged exposure & greater 'speed' etc), but it'd still be a fairly epic journey. So say Hutton takes an hour (does it?), and acceleration build halves the journey time, it could still be like 3 minutes of tether tracking?

I'm pretty open to experimentations ultimately ;)

+1
This netflix bull have to stop.
Maybe add specific exception for Hutton, as it is a meme.

This is def my feeling. But I get that the Netflix preference exists amongst some. I kinda hope this system allows us all to get what we want :)

EDIT: And Hutton is such a weird edge case who knows what new challenges it might throw up ;). But yeah I'm sure there are ways it could keep it's strange 'allure', either by override or due to the system throwing up endurance aspects ;).

What I'd love to see is actually other solar systems suddenly getting their moments of fame, due to really challenging 'landing' routes, where you have to thread the needle of two moons and their parent body to land right at a station's threshold or whatever.

Really like plotting a route with a tether and then using gravity wells to slow etc. This would add a more dynamic feel to inter system supercruise, if the plotted tether had to be flown down then it would add a whole new look to travel and feel to travel. Maybe there could be anomalies such as ship wrecks or even pirates dropping gravity mines to try to pull you out.

Keeping within the tethered route could boost your speed and slipping out of it could incur damage and a chance of dropping out of cruise.

Great work dude, good to hear you ideas again!!!

More defined gravity-well use really feels like it's begging to happen doesn't it! I mean in an ideal world they'd be more complicated magnetospheres that were visualised, but just having these giant clockwork pathways realised would be great! (And I assume they'd slowly change over time too, so even favourite systems wouldn't be immutable - and gold rushes could emerge as certain systems aligned etc....)

Yeah I was def thinking speed should be in there in the risk/reward balance.

(Aww man, don't even start on gravity mines, I'm still well up interdiction mines etc :D)

But yeah there feels like there's some real cat and mouse potential here, on top of the celestial jaunting :)
 
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More defined gravity-well use really feels like it's begging to happen doesn't it! I mean in an ideal world they'd be more complicated magnetospheres that were visualised, but just having these giant clockwork pathways realised would be great! (And I assume they'd slowly change over time too, so even favourite systems wouldn't be immutable - and gold rushes could emerge as certain systems aligned etc....)

We had deeper gravity wells back in the day but many people were not cool with not being able to fly directly to their next POI with no concern for in-system pathing, and their effects were reduced greatly. It was of sad. :(
 
We had deeper gravity wells back in the day but many people were not cool with not being able to fly directly to their next POI with no concern for in-system pathing, and their effects were reduced greatly. It was of sad. :(

Yeah it was more fun when you could brake like that! I don't think they killed it off on purpose though did they? I seem to recall the changes were to stop people getting stuck in large wells on station exit etc? (Which was annoying). Something like that, don't recall it being a nerf anyway.

It was a cool emergent trick, but hopefully a deliberate system would be even cooler :)
 
BTW, I had suggested before that all future QoL improvements should be unlockable with rank. This way everyone will have opinion whether he likes something or not, and gains the ability to turn it off right where repetitveness gets boring.
 
BTW, I had suggested before that all future QoL improvements should be unlockable with rank. This way everyone will have opinion whether he likes something or not, and gains the ability to turn it off right where repetitveness gets boring.

It's neat, but I'm not sure it addresses the core concern that some have of jumps becoming a path of least resistance 'race to the bottom' etc.

Have been knocking around some ideas on other threads, and I think the core aspects above are kinda holding in that respect, IE


  • Transit time not actually being shortened enormously [due to arrival area being broad, piracy risks being heightened and intrusive, risk of death being significant, initial plotting time etc]
  • Risk & cost combining to put a further pinch on extra profits


They kinda achieve the aim of replacing dead time & space with action potential & 'geography', which is my bigger aim over 'increased speed' etc. But it's been pointed out the earning potential of the jumper is still too high even in a 'twice as fast' scenario.

Think it possibly needs some form of credit aspect in the mix on top. Could be a 'permit' for jump access, a 'bribe' for the local cops, a 'fine' for using illegal tech? Possibly something in that area, although I need to mull on how to give it a spin that isn't just pure punitive ;)
 
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It's neat, but I'm not sure it addresses the core concern that some have of jumps becoming a path of least resistance 'race to the bottom' etc.

Have been knocking around some ideas on other threads, and I think the core aspects above are kinda holding in that respect, IE


  • Transit time not actually being shortened enormously [due to arrival area being broad, piracy risks being heightened and intrusive, risk of death being significant, initial plotting time etc]
  • Risk & cost combining to put a further pinch on extra profits


They kinda achieve the aim of replacing dead time & space with action potential & 'geography', which is my bigger aim over 'increased speed' etc. But it's been pointed out the earning potential of the jumper is still too high even in a 'twice as fast' scenario.

Think it possibly needs some form of credit aspect in the mix on top. Could be a 'permit' for jump access, a 'bribe' for the local cops, a 'fine' for using illegal tech? Possibly something in that area, although I need to mull on how to give it a spin that isn't just pure punitive ;)

I'm kind of partial to Frenotx' FSD active-booster idea if it came down to either/or, but I'd probably take both concepts while we're taking over FD offices. You're following my favoured paradigm of making boring stuff more interesting and directly engaging instead of merely making it process at a faster rate or cutting it away entirely.
 
I'm kind of partial to Frenotx' FSD active-booster idea if it came down to either/or, but I'd probably take both concepts while we're taking over FD offices. You're following my favoured paradigm of making boring stuff more interesting and directly engaging instead of merely making it process at a faster rate or cutting it away entirely.

Now is the time! The new building is vulnerable :D

Cool, glad to be in such exalted company :). Can you point me to Frenotx's posts on that concept though? I can't see it detailed in the latest micro-jumps thread (cheers for your rational input there incidentally!), the suggestions forum or his recent threads. Sounds intriguing!

And cheers yeah, hopefully FDev can get behind an approach in this kind of area. IE going to town and filling out a gap with a dedicated process that complements the better existing stuff. (It's the hope that kills you eh ;))

---
EDIT: Ah, do you mean this?

What about an FSD fuel injector? Press and hold a button to fire it. Consumes fuel. Major boost to acceleration and local top speed. Generates progressively more heat the longer it fires. Consumes more fuel the higher you are over the local top speed.

Shortens trips via an active mechanic. Makes supercruise more dynamic, and makes attempting to interdict someone more interesting. It also make auxiliary fuel tanks more attractive.

Yeah there are some interesting pay offs there, and cat and mouse potential. Suspect it would be easier to implement than mine too by a fair way.

The biggest thing it lacks (which I've come to like in my scenario) is that it's still giving you enhanced flight skills in dead space. There'd be no gravity wells to use as 'cover' during engagements there,only a very thin chance of security coming to the rescue (I'd think) etc. Two souls duelling in the dark is all cool, but I think 'geography' normally improves that further. (I'm going on the assumption here that to keep interception a possibility they wouldn't be able to hit speeds that would compress that dead space super rapidly, but possibly it's all relative, and could be done).
 
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Now is the time! The new building is vulnerable :D

Cool, glad to be in such exalted company :). Can you point me to Frenotx's posts on that concept though? I can't see it detailed in the latest micro-jumps thread (cheers for your rational input there incidentally!), the suggestions forum or his recent threads. Sounds intriguing!

And cheers yeah, hopefully FDev can get behind an approach in this kind of area. IE going to town and filling out a gap with a dedicated process that complements the better existing stuff. (It's the hope that kills you eh ;))

---
EDIT: Ah, do you mean this?



Yeah there are some interesting pay offs there, and cat and mouse potential. Suspect it would be easier to implement than mine too by a fair way.

The biggest thing it lacks (which I've come to like in my scenario) is that it's still giving you enhanced flight skills in dead space. There'd be no gravity wells to use as 'cover' during engagements there,only a very thin chance of security coming to the rescue (I'd think) etc. Two souls duelling in the dark is all cool, but I think 'geography' normally improves that further. (I'm going on the assumption here that to keep interception a possibility they wouldn't be able to hit speeds that would compress that dead space super rapidly, but possibly it's all relative, and could be done).

I'd say the active-input booster system combined with deeper system gravogeography (mmmm gravity-based navigation, I played Evochron, and the gravity there is to be feared and respected at all times o7) would create a long-range naval battle element to SC, where your speed, awareness and positioning are more important than ever. Add a rudimentary set of EWAR kit and counterkit and SC could be the ultimate arena way before the pews are to be drawn. Man, a battle at the end of a speed, space terrain and EWAR duel; that's like four separate sparring phases of differing skillsets ranging from nerves and reflexes to strategic planning and design. (Lore people: covered. Galactic standards commissions, due to aliens, have unregulated certain design elements of the FSD and ship signal kit, allowing all those corps to let their secret illegal lab guys finally get into production without going to prison. I kind of meant that to be flip but it sounds legit .___@ )

With all the toys added, IDK if it'd be easier than a tether, but it addresses that gravity issue, which I am totally onboard with. They could add JUST better grav terrain and I'd be appreciative, but there's very serious potential in there to make SC a gameplay phase people desire to be in, like all the time. Currently for many players it's a call on how much fortitude they can muster. That is not a failing of the player. I can do it and have since 2014 and will continue if nothing ever changes, but that doesn't mean it's enjoyable in of itself, more that I have either a stupid large amount of patience, or a large amount of stupid patience. Possibly the latter. And a large Spotify list. And a mobile game selection. >__> When it could be more fun for me and other people too, that's a no-brainer.

Really though, there's room mechanics-wise for both the booster and the tether right alongside the standard. I see the tether method as the fastest but by far riskiest method, skipping some of the risks of interdiction both current and cool imaginary but adding a whole new set of really fun-sounding dangers; with boosters in the mid-range as you build your Rocketsled Freighter and just try to power your way through a dangerous set of systems and planets without BBQing, and oldschool as the least risky in terms of self-harm and failure. Was going to say "safest, but it's space travel, there should always be something that can happen. Neither the booster nor the tether are instantaneous and require player attention and input, with the booster taxing your fuel and heat management and the tether taxing your fly-by-wire piloting skills and both working a navigation angle, if we can deepen the grav wells again. I think deeper wells would be fine with people if overall there are more varied ways to arrive at your destination.

For others TLDRing, nobody wants teleportation-style mechanics, unless they are silly and actually DO want to play a mobile game. This is a vehicle-moving game at heart flavoured heavily with Han Solo bits, and teleportation is the opposite of that; if you're gonna teleport, wai u even need ship?

I am however seeing a trend lately in the forums of ideas to improve the game for the most players possible, and across the so-called floor of Pretend Spaceman factionalization. Yay nonpartisanship in a pretend schism! It's players looking at everyone's game, and seeing what's best to be done for the most, and a real look at the other players' statements and issues. I find myself reading down to the core of a topic and seeing the fundamental things most players agree on but are expressing from opposite "sides". Granted, it's usually buried in enough handbags to start a store, and some are even mine, and sometimes the idea is actually not very good, but there's more good stuff than first glance. We need waaaay more of this kind of posting, CMDRs.
 
We need waaaay more of this kind of posting, CMDRs.

Stirling post good sir!

I see what you mean about extending the grav geography & adding SC stealth measures & counters! That could definitely extend content out into the wastelands, and even give the different play spaces different flavours and tactical considerations potentially!

It's good to know that FDev are at least still actively considering altering SC speed norms & tactical considerations, so never know on that front, those would definitely have to be up for grabs to go in that direction.

The idea of dual system additions is super sexy, and if they were to 'soup up' SC during a rework to embrace the grav-geography & module warfare you're talking about, it almost seems within dream's reach that they'd have the capacity to also inject a big system like tether transits too. And to take it to even dizzier places, it would also provide the Tactical chair of an expanded Multicrew with lots more fun things to do... (But that probably is a dream too far to get so much ;))

(I think the SC rework has the potential for the most subtlety, and the possibility for EWAR stands out there more obviously, but the talk of stealth on the main thread did get me thinking how fun it could be to have visibility reflected in the tether behaviours too. IE the more risky the manouver, from skirting the envelope, to breaching it completely, the more garishly your path is marked etc).

For others TLDRing, nobody wants teleportation-style mechanics, unless they are silly and actually DO want to play a mobile game. This is a vehicle-moving game at heart flavoured heavily with Han Solo bits, and teleportation is the opposite of that; if you're gonna teleport, wai u even need ship?

This, so very much this :)

(Although my space playlist is also epic, thanks to dealing with the content-gaps we're looking to fill up ;))
 
It probably didn't come across very well in the vid, but I just want to say that this was my favourite mini-creation...

AMnYcDY.gif


I think I just like pressing flashing buttons :D
 
Just because the threads are a bit dour at the mo, here's my last 'behind the scenes' dump. A look at my struggles to make the orrery / gravity wells bit...

zjb6JkQ.png
 
EDIT: Now in proper 'graphic novel' format. Click for GIANT PIX...

STORY (click for large image):





EXPLAINER (click for large image):


 
EDIT: Now in proper 'graphic novel' format. Click for GIANT PIX...

STORY (click for large image):




(Low quality jpg version)

EXPLAINER (click for large image):




(Low quality jpg version)

HOKEY VIDEO VERSION:




FOR VERY SLOW CONNECTIONS: HORRIBLE OLD IMGUR ALBUM

---


HOW IT WORKS:

Short Version:




Long Version:



  • Jumpable suns are marked with their own icon. Selecting one means a direct tether is automatically prepared in a straight line to that destination.
  • Engage your FSD and your ship will enter a hacked mini jump mode, skirting along the edge of witchspace but not quite in it, propelling you down the prepared path.
  • The optimal flight area is the secondary zone around the main tether. Touching the central tether will increase damage to your craft, as will leaving the travel envelope surrounding it.
  • You can adjust the approach path of the tether to an extent in the Orrery view. The longer the distance travelled, including curvature of the tether, the greater the cumulative damage to hull and modules. Intersecting with braking masses can offset this damage, making a planned route worth the time.
  • Hitting the gravity wells around large masses will slow you down. Outer edges slow you a bit and are not too damaging. Inner zones slow you more quickly but are more punishing. The larger the mass the greater these effects. Using the star's gravity well is rarely advised. (You can gauge the general damage and braking affect of different routes using the Orrery, even if the route itself is beyond the tether's limits).
  • Leaving the safety of the tether envelope to reach braking zones is often required when the tether won't stretch to suitable braking zones.
  • Leaving the tether involves a 'kick' in direction and acceleration that further complicates the act of clipping the desired braking zone(s).
  • Jumps are marked in the Supercruise backdrop as a fading line for a short while, advertising direction of travel and arrival points.



---


WHY IT'S GOOD:

Short Version:



  • A fun mechanic for those who like Risk-vs-Reward gameplay, involving flight skill & strategic foresight where desired.
  • It's optional, with the risks & potential costs meaning Time-vs-Reward approaches are still viable.
  • Adds new 'cat and mouse' gameplay to instances & Supercruise.
  • Still uses full orbital range of each solar system. Not 'box to box'.
  • Relatively easy to use but rewards deeper knowledge.
  • Makes use of existing procedural variation in systems to make them feel more individual and diverse.
  • Its gives the Orrery a reason to be, which it needs.
  • It would look badass in practice ;)


Long Version:



  • This Risk-vs-Reward mechanic gives those of us who dislike 10-minute sun treks an entertaining way to shorten it. Those who prefer the Time-vs-Reward approach have reasons to stick with their preferred technique. (IE they would avoid the repair costs & significant risk of death involved). Trade profits over time would likely equalise, with quicker turnaround being offset by damage and death at the hands of incompetence & pirates.
  • This mechanic should be fun to use and add more variety to Supercruise. Easy to slam on for an alternative high risk escape route where needed, or when impetuously chasing after a fat target doing the same. Even better used in a refined manner, starting with strategic system oversight and ending with high octane piloting to execute on your plan.
  • Some will argue you can just avoid missions that direct you to secondary stars etc. This is just not true. Assassination destination reveals, distant route itineraries for passenger road trips, 'Psst I've got a message for you' info tip-offs. These things spring out of left-field all the time. You honestly can't mitigate for a lot of them.




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FREEFORM PHILOSOPHISING: WHY SPACE WOULD STILL BE REALLY BIG....

I'm happy FDev rejected the 'box to box' jumps between stations & known locations mooted in the early days. It would have made a mockery of the galactic scale they'd built if we just zapped from POI to POI.

It is possible to space the boxes too far apart though.

I've heard it argued that the use of dead time and empty gamespace to recreate the 'you're in space, it's huge!' thing is effective and desirable, and ultimately essential. And it may be to some, and more power to you. But for me it's such a blunt toolset, and a dull one on a gaming front. I just don't see it as necessary, or at least see it as over-used to date. There are more subtle & dynamic approaches:

>These stellar systems already communicate their awesome aspects through orbital changes over time, through the approaches to giant arrangements of objects at various speeds, through the changing of a nebula backdrop as you jump towards them.

There are multiple reinforcements of scale and grandeur throughout the game. I'm not sure empty space is truly needed to do Stellar Forge justice. At least not for this gamer.

Despite being kinda zappy, I reckon this micro-jump system actually stays with that philosophy. It emphasises the scale of each solar array of planets, even if it provides the option to collapse the space in between them. It should even accentuate the importance of local geographies and individual characters in the process. And, by design, I reckon explorers, min-max traders, Time-vs-Reward players and others who enjoy that in-between lacuna and long-approach can still happily and logically avoid this risky procedure as part of their preferred approach to the game. (While perhaps making occasional cheeky use of it if they find a Thargoid in their face or what have you...;))

Hopefully it's a win-win mechanic!


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FDEV ARE OPEN TO SUCH THINGS:

Despite veering away from the 'box to box' model alone, they're still currently open to aspects like micro jumps.

The Brabes does seem to hesitate on the issue, citing Hutton Truckers and the like, admittedly. (But hey, under this system the sheer length of the jump would whittle your ship to a nub, and a bad landing would kill you. The endurance rite could still exist for those who want it. Arriving with a pristine ship could perhaps be the honourific required to enter the hall of fame, with photo proof. Plus others could enjoy a new game of Arriving At Hutton Hot ;))

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BONUS NOTES: A BRIEF HISTORY OF MICRO-JUMPS:

* Micro-jumps with orrery guidance first touted back in the DDF days

* The choice was made to 'man up', use the scale of the game world, and not reduce it to *just* 'box to box' jumps between known locations. (Or 'boxes and corridors' as Mike Evans put it).

* Sandy was up for straight sun selection / arrival back in 2015

* The Orrery has languished somewhat as a project as it needs a gameplay reason to exist.

* Micro jumps were more contentious by 2016, with pros and cons seen, and no capacity for them at the time.

* Last word on the subject: Still open to the idea - March 2017

Usually I don't like the idea of microjumps. Those long travel times between stars are part of the game for me and also absolutely optional.
The scientific approach though kinda gets me. You would only use it for really far away stars if there is a risk and it wouldn't be a sudden "poof you're there". I kinda like.
 
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